Well, I'm not getting any further than this.Bleh. Creating a faction is hard.

Name: The Order of the Guardians (OG)

Lore:

The three great nations on the world of Korech had been at war for nearly four centuries. As time went on and the war became more brutal, the International Order of the Guardians was created to try and get civilians away from the war as best they could.This proved to be a bad idea. The warring nations soon noticed disappearances and decided to take action. The Guardians were brought into the war. Gradually giving up their once pacifist policies, the order went from being a shelter to being a guerrilla.When the rifts opened, Korech was an easy target for the Sleepers of Avarrach, with the massive amounts of dead for the virus to take unopposed. After 382 years, the last war of Korech was finally over. But just like during the war, the Guardians survived.Still few, yet still alive, the Guardians live on, searching for any survivors while keeping the sleepers at bay.

Gameplay Theme:

Weak in direct combat, the Order of the Guardians focus on gradually whittling down an opponent, rather than directly overpowering them. Weak in combat, they try to control the field through other methods. Additionally, being heavily punished for every loss (morale-wise or otherwise), they try their hardest to minimize their losses.

Colour: Cyan

Cards

Aleta, Immortal Protector1OG5R/5MUnique Character - Human6/16Rare

If Aleta is in the Graveyard for 8 consecutive turns, she is raised to the Support Zone at the end of the turn.Pay 3, exhaust: Aleta heals all damage from target Character. That Character is moved to its controller's Support Zone.

Comment: 8 turns rather than 6, to emphasize the whole "don't let your stuff get killed" part. It's little more than a small nod, but still. I figured the effect was mostly balanced since Tribal Medicine heals for 10 (which usually isn't much less than a full heal) at a cost of 1. In addition, Tech Knight basically pays 1 (6/7 is supposedly slightly above curve for a factionless vanilla 2-drop) to have that ability applied to itself every turn and he's generally considered worthless.

Savior2OG4R/6MCharacter - Artificial0/4Uncommon

When you deploy Savior, target Character gains Untouchable until the end of turn.Until that Character leaves the Deployed Zone, if that Character would die while Savior is deployed, sacrifice Savior instead.

Comment: If two Saviors protect the same Character, both Saviors are sacrificed if that Character would die. A Savior protecting another Savior will accomplish what you're probably hoping for. Two Saviors protecting eachothers... Probably breaks the game, but as far as I know, there's no way to cause that anyway.

Disruptor3OG6R/6MCharacter - Human6/6Common

Untouchable to controllerDisruptor can't be blockedIf Disruptor would die, it deals 2 damage to all other Characters and another 2 damage to all other Characters you control.

Comment: Yes, "Untouchable to controller" is a keyword that exists. Wheezer grants it.

Halcyon, the Mediator2OG5R/8MUnique Character - Human5/20Legendary

At the end of each turn, if no Characters died that turn, create a Survivor (0R/3M, Character - Human, X/X, "When Survivor dies, it deals 4 damage to your fortress") in your Support Zone, where X is equal to the number of Characters on the Battlefield.

Treacherous Ground1OG6RLocation(No stats)Uncommon

Pay X, Exhaust: Place X mine counters on Treacherous Ground.If a Character would deal damage to your fortress while there is at least 1 mine counter on Treacherous Ground, remove a mine counter from Treacherous Ground, prevent up to 6 damage that would be dealt to your fortress by that Character and deal that much damage to that Character.

Comment: Nothing says guerrilla warfare like minefields.

Guardian1OG3R/4MUnlimited Character - Human4/6Common

Guardian and all Characters adjacent to Guardian take 2 less damage from all sources.When Guardian dies, it moves all adjacent Characters to their controllers' Support Zone. At the start of the next turn, those Characters become exhausted.

Infiltrator2OG3R/4MCharacter - Human8/8Rare

When Infiltrator enters the Deployed Zone, your opponent gains control of it and a copy of Infiltration is created in your hand.At the end of each turn, Infiltrator deals 5 damage to its controller's fortress.

Comment: Note that the copy of Infiltration is created in the hand of the player who deployed Infiltrator, not the player who gains control of it.Infiltration is actually surprisingly useful for OG players, since Infiltration into some kill spell can be pretty nasty once you're done with one of your Characters.

100 is fine by me, although making it 120 for the first set for a faction (to give new factions tools and options) might be nice. Gives new factions more of an identity on release (*cough*Ascension OS*cough*).

Just as a clarification, does it mean there's little to no point in putting in three, or that because each version sacrifices itself, it can't be used for multiple completions, but if you have 3 in deck, you can potentially get 3 missions completed?

As in, if you have Regrowth out, you can complete it. If you have multiple copies of Regrowth out, you can complete all of them. If you complete Regrowth, you can still complete other copies of it (or the same copy, if you recycle/gather thoughts). But if Regrowth hits 200% completion, it completes once, not twice, then it is sacrificed.

At least that's how I imagine it, although the only Mission that currently exists wins you the game on completion, which there's really no way to tell whether it happened once or twice.

Stacked Deck:At the start of the game, each player chooses the order in which their cards are placed in their deck. Ignore any effects that would cause you to shuffle your deck. Live the dream, every game.

With Hehkeem and Thunderer as your non-Enyah comanders, it's a 5-7 (6-7 outside Infinite) cost combo that requires you to draw one card. Basically OTK potential any turn from turn 7, unless your opponent runs Perils/Annihilate/Assassinate/Calamity/Oblivion to remove Thunderer from Command. Do it on a later turn with Deflect/Fiery Resolve if you're scared of removal. Do it with Zunshen/Inspire if your opponent has more defenders than he has any right having.

Wait so now the person NOT conceding and wasting peoples time is the selfish one? How? I really don't see how. We come here to play cards. The person who concedes is the one forcing their will on someone else and not only ruining their fun but tangibly taking something from them as well by damaging their 'farming'. If that sore loser wasn't in the queue conceding every time that the match up didn't favor them then the person trying to actually get a game could be playing someone else and getting some points and experience.

I see no reason not to penalise people who are apparently quite willing to penalise everyone elses IP for the sake of their own enjoyment. However the solution I proposed protects the average player rather that penalising the conceder.

That is not at all what I said, or at least not what I meant to say. Insta-conceding is selfish. Not conceding is not selfish. I assume we can both agree on those things.What I then tried to say was that trying to remove your opponent's option to not play a game they won't enjoy (not saying that's what you were doing, but several people have proposed such things in this thread) is prioritizing your enjoyment over that of your opponent and wasting your opponent's time - which I consider selfish.

As for your solution (assuming you refer to the one about having queue time count for IP/XP rewards), that's exactly the kind of solution that I believe would fit here - it solves the problems that insta-conceding causes, but doesn't needlessly punish anyone involved aside from those who'd abuse the system.

In the type of match where one of the players would auto-concede, it's because that player loses fun by playing out what to them is a boring match. Auto-conceding, on the other hand, robs the other player of their fun. No matter what happens, as soon as such a match is created, someone's going to lose out on fun. Trying to say "it should be the other player" is selfish, no matter which of the players you are.Yes, auto-conceding is selfish. Yes, trying to force people not to auto-concede is selfish. Now can we all stop with the "I'm not saying you have to agree with me, but everyone who doesn't is a selfish puffy because (insert reasons here)"? That statement is like "Puffy's an awesome goldfish" - it's not wrong, but it doesn't really add anything to this discussion and it's not going to make anyone change their mind as people on both sides can say it anyway.

On a less ranty note, from what I've seen, one of the main problems, both with auto-concedes and with games in general, appears to be queue times. So what if matchmaking treated you as having queued longer depending on how long your last game lasted? For example, if you queued for 15 minutes to find a game that ended in 3 minutes, the next time you queue up, the game treats you as having queued for 15 - 3 = 12 minutes already? Makes facing players who concede much less annoying (partially solving the main problem), while not punishing people for doing it.